Despite a complete lack of wargaming support here on my island prison, I've managed to scrape together enough junk to give GASLIGHT a go.
I fumbled through 2 quick games today to try and get a cursory feel for the rules.
Game 1 saw the Army Men trying to cross mostly open terrain to lay siege to the ramparts held firmly by the Rubber Duckies. (Give me a break, people. I'm in Cyprus for crying out loud.)
Each side had 2 identical infantry squads, and a supporting tank.
The Army Men started behind heavy cover, but that bottleneck gave them problems from the get-go.
The Duckies kept that smug look on their little rubber faces the whole fight.
Ducky Artillery was just lying in wait. It was gonna be a turkey shoot.
On turn 2, the Army Men emerged from behind the walls and immediately began to take casualties. Tan squad fell behind the Sherman for cover.
Green squad didn't fare any better, taking artillery fire as soon as they stepped out.
The game didn't really progress much beyond that. Tan squad spent the whole game pinned behind the Sherman, exchanging useless long range fire with the Green Duckies.
Green squad, God bless 'em, tried their darndest to break out and cross the field, but were just cut to pieces by guns large and small.
Their "high-water mark" wasn't very high. They were making Morale Checks the whole game, and the last 2 finally retreated back behind the wall.
The Sherman did manage a few hits on the Blue Duckies, compelling them to move into better cover to stop being sitting
nevermind.
After 11 turns, it was clear that the attack had permanently stalled.
Game 2 was a different story. I started both sides at the far table edges and sent them in to capture the flag.
Since the vehicles did a lot more moving, I paid much closer attention to Sustain rolls. It factored quite a bit. The Duck Stryker stalled, giving the Sherman a chance to get out ahead.
The troops on both sides raced to the center. The Green Ducks took casualties from the Sherman, and Tan squad was slowed by rough terrain.
The Blue Ducks entered the Fort first.
The Army Men approached the entrance slowly.
The Stryker and Sherman ended up nose to nose, trading shots at point blank range, but neither could score a real hit.
Green squad turned the corner, only to find the Blue Ducks waiting in an orderly firing line.
Green squad's leader shrugged off hit after hit, while Tan squad whittled the Green Ducks down to nothing. A failed Morale Check saw the last 2 charge to their deaths.
Both Army Men squads then turned on the Blue Ducks, who were just plain unlucky, and were forced to retreat.
I learned quite a lot today. Even stopping constantly to double check rules and take notes, both games felt really quick. I love the simplicity of having only 3 stats.
I wasn't sure about the card activation system, it's quite a departure from what I'm used to, but it's great fun. It really keeps things fresh.